FF_Submarine
FF_Submarine is a Symmetric CTF Map underwater. Teams spawn in the water below the Flagroom and must surface before drowning. There's only one other room between team Flagrooms. Flags will be on the 2nd level 5 foot extension. Below each Flag on the 1st level is a compression chamber with resupplies for anyone willing to risk it. By that I mean anyone can be trapped and killed inside, if anyone else hits the button to close the doors... of DEATH!
Pics updated! Map download: http://files.filefront.com/ff+submar.../fileinfo.html Respawn: http://i193.photobucket.com/albums/z...ineRespawn.jpg Middle of the Map on top: http://i193.photobucket.com/albums/z...eMiddleTop.jpg Submarine Hatch, Middle of the Map: http://i193.photobucket.com/albums/z...eHatchArea.jpg Middle Room view from the bottom: http://i193.photobucket.com/albums/z...ddleBottom.jpg Flagroom lower entry: http://i193.photobucket.com/albums/z...groomEntry.jpg Compression Chamber Closing: http://i193.photobucket.com/albums/z...lagroomTop.jpg Flagroom corner overlooking spawn & over the compression chamber: http://i193.photobucket.com/albums/z...roomCorner.jpg Flag position: http://i193.photobucket.com/albums/z...agPosition.jpg Compression Chamber of Death: http://i193.photobucket.com/albums/z...onChambers.jpg |
sweet
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You must really like water.
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sounds like very interesting and crazy gameplay.
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Needs more feeshies.
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The geometry looks far too simple right now.
It seems like an interesting concept though. |
hey. how do you make the wires? i've been trying to figure that out.
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I got to get to class, but I'll post the rope tutorial when I get back if no one else has got to you. Regarding the level of detail I completely agree more details required. I'm upgrading that now while attempting to maintain frame rates. The biggest frustrations been the port holes which don't display water on the outside due to the graphics engine; they're either going to be black behind the windows or a custom sky if I can find one suitable for underwater.
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Great video tutorial of a Lamp model on a cable with moving light physics.
http://halflife2.filefront.com/file/...Tutorial;35319 |
I updated the pictures and you can see them above in the first post. Enjoy!
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sound plays a big part in nailing the atmosphere of the map
so have some real submarine sounds.. bet u can find most with google when someone caps play a torpedo launch sound play a silent sonar sound throughout the submarine some whale sounds from time to time loud cracking/bending of the submarine cus of the pressure have drops of water coming out the hatch with an echo sound and maybe sound coming from the hidden engine room |
I don't think water drips in Source. :(
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no but you can fake it with custom textures
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dont mean to sound like a dick here, but aren't submarines all enclosed and have literally no open spaces?
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Not if you believe films from the 60's with underwater cities.
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too much bioshock? :)
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yep, in fact some are so inclosed that there are beds in the engine room |
For the record I'm using a large cave ambient sound like that sound you hear in the Mummy with water drips. And the compression chamber starts with a "sub dive alarm" then door slams then an "air release" and finally metal bending.
That's about all the sounds I got so far. I also have a nice music number which I'd like to start the map for people who haven't joined yet, but that maybe a technical problem... we'll see. |
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I had several influences for this map. Bioshock was one but not nearly the most influencing. I rode NEMO at Disneyland a month ago. But mostly, I borrowed from 3 Unreal Tournament maps... a submarine CTF map called November, a compression chamber DM map, and an underwater Conquest map with a sea lab theme. To get more ideas I also watched Disney's 10,000 Leagues Under the Sea. Finally the layout came about while I was working on another map: California Adventure Hotel. I had a nice design for a lobby, but nothing more... so that's ditched for now. Thanks for the posts.
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Released ff_submarine map for CTF!
I've said it all in the first post so here it is for your enjoyment. This is the beta release. The map zip will be labeled beta but none of the files inside. If it checks out the map won't need a reissue, and I'll repost the zip without the beta label. I don't generally rerelease maps without a big reason. You wouldn't ask an artist to redo their painting. I need a server willing to host it to test her out, and some helpers. Thanks to the Fortress Forever Team and the Fans. -Doughboy http://files.filefront.com/ff+submar.../fileinfo.html Other Map Released: http://www.fortress-forever.com/foru...ad.php?t=10274 |
Awesome! I am so going to mirror this on hl2files! :D
http://www.hl2files.com/file/Fortres...rine_Map;83007 Description, readme + screenshots added. Will add the developer name on it later on today as I can't find it. And with "can't find it", I mean I can't find it at the moment so fast on the name list as I am at college at the moment. |
this is jin, i messaged you on aim saying i downloaded your map and what not, should be a fun 5v map :)
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Apparently this map crashes the test server, but works fine on my computer so if anyones got issues please report 'em.
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